package work15;

import work14.Missile;

import java.awt.*;
import java.awt.event.*;

public class Tank{

    public static final int XSPEED=5;
    public static final int YSPEED=5;

    public static final int WIDTH = 30;
    public static final int HEIGHT = 30;

    //保留TankClient的引用，更方便地使用其中的成员变量
    TankClient tc = null;

    private int x, y;

    private boolean good;

    //是否按下了4个方向键
    private boolean bL=false,
            bU=false,
            bR=false,
            bD=false;

    public Rectangle getRect() {
        return null;
    }

    public void setLive(boolean b) {

    }

    public boolean isLive() {
        return false;
    }

    public int getX() {
        return 0;
    }

    public int getY() {
        return 0;
    }

    //成员变量：方向
    public enum Direction{L,LU,U,RU,R,RD,D,LD,STOP};
    private Direction dir=Direction.STOP;

    //ptDir代表炮筒的方向，默认方向向下
    private Direction ptDir = Direction.D;

    public Tank(int x, int y, boolean good) {
        this.x = x;
        this.y = y;
        this.good = good;
    }

    public Tank(int x, int y, boolean good, TankClient tc) {
        //调用其它的构造方法
        this(x, y,good);
        this.tc = tc;
    }


    public void draw(Graphics g) {
        Color c = g.getColor();
        if(good) {
            g.setColor(Color.RED);
        }
        else {
            g.setColor(Color.BLUE);
        }
        g.fillOval(x, y, WIDTH, HEIGHT);
        g.setColor(c);

        //判断出炮筒的方向，并模拟方向来画出炮筒
        switch(ptDir) {
            case L:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT / 2);
                break;
            case LU:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT /2, x, y);
                break;
            case U:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y);
                break;
            case RU:
                g.drawLine(x+Tank.WIDTH/2,y+Tank.HEIGHT/2,x+Tank.WIDTH,y);
                break;
            case R:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT / 2);
                break;
            case RD:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT);
                break;
            case D:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y + Tank.HEIGHT);
                break;
            case LD:
                g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT);
                break;
            case STOP:
                break;
        }
        move();
    }

    void move() {
        switch(dir){
            case L:
                x -= XSPEED;
                break;
            case LU:
                x -= XSPEED;
                y -= YSPEED;
                break;
            case U:
                y -= YSPEED;
                break;
            case RU:
                x += XSPEED;
                y -= YSPEED;
                break;
            case R:
                x += XSPEED;
                break;
            case RD:
                x += XSPEED;
                y += YSPEED;
                break;
            case D:
                y += YSPEED;
                break;
            case LD:
                x -= XSPEED;
                y += YSPEED;
                break;
            case STOP:
                break;

        }

        //将坦克的方向传给炮筒，使炮筒与坦克方向一致
        if(this.dir != Direction.STOP) {
            this.ptDir = this.dir;
        }

        if(x < 0) x = 0;
        if(y < 25) y = 25;
        if(x + Tank.WIDTH > TankClient.GAME_WIDTH)
            x = TankClient.GAME_WIDTH - Tank.WIDTH;
        if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT)
            y = TankClient.GAME_HEIGHT - Tank.HEIGHT;
    }


    public void KyePressed(KeyEvent e) {
        int key = e.getKeyCode();
        switch (key) {
            case KeyEvent.VK_LEFT:
                bL = true ;
                break;
            case KeyEvent.VK_UP:
                bU = true;
                break;
            case KeyEvent.VK_RIGHT:
                bR = true;
                break;
            case KeyEvent.VK_DOWN:
                bD = true;
                break;
        }
        locateDirection();
    }

    public void KyeReleased(KeyEvent e) {
        int key = e.getKeyCode();
        switch (key) {
            //按下Ctrl时作出动作
            //只有当键被抬起来时，这枚炮弹才被发出去
            //避免了一直按下Ctrl而使得子弹过多的问题
            case KeyEvent.VK_CONTROL:
                fire();
                break;
            case KeyEvent.VK_LEFT:
                bL = false ;
                break;
            case KeyEvent.VK_UP:
                bU = false;
                break;
            case KeyEvent.VK_RIGHT:
                bR = false;
                break;
            case KeyEvent.VK_DOWN:
                bD = false;
                break;
        }
        locateDirection();
    }

    void locateDirection() {
        if(bL && !bU && !bR && !bD) dir = Direction.L;
        else if(bL && bU && !bR && !bD) dir= Direction.LU;
        else if(!bL && bU && !bR && !bD) dir = Direction.U;
        else if(!bL && bU && bR && !bD) dir = Direction.RU;
        else if(!bL && !bU && bR && !bD) dir = Direction.R;
        else if(!bL && !bU && bR && bD) dir = Direction.RD;
        else if(!bL && !bU && !bR && bD) dir = Direction.D;
        else if(bL && !bU && !bR && bD) dir = Direction.LD;
        else if(!bL && !bU && !bR && !bD)dir = Direction.STOP;
    }

    public Missile fire() {
        //保证子弹从Tank的中间出现
        int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
        int y = this.y + Tank.HEIGHT /2 - Missile.WIDTH / 2;
        //将Tank现在的位置和方向传递给子弹
        //并且现在子弹的初始化不再是由坦克决定，而是由炮筒决定
        Missile m = new Missile(x, y, ptDir, this.tc);
        //在这里将missile加入到容器里
        tc.missiles.add(m);
        return m;
    }

}
